Seems you have more than Guncaster loaded , like colorful hell.
Have you tried like loading only guncaster? It might be an incompatibility between mods and AFAIK Colorful Hell and Guncaster both modify the enemies , so there might be a problem there.
Search found 153 matches
- Sun Aug 03, 2025 4:25 am
- Forum: Technical Issues
- Topic: CTD when playing Guncaster 4.0
- Replies: 4
- Views: 155
- Sun May 18, 2025 12:30 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: DRAFT - First version of a GameInfo lightmode
- Replies: 4
- Views: 380
Re: DRAFT - First version of a GameInfo lightmode
Welp, I was so focused on learning how the engine works I didn't notice that was possible. My idea behind this was for a modder to setup a light mode only if there's none without overwriting the original MAPINFO and , of course, if there's already present one to not overwrite it. But if that's ...
- Sat May 17, 2025 11:16 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: DRAFT - First version of a GameInfo lightmode
- Replies: 4
- Views: 380
Re: DRAFT - First version of a GameInfo lightmode
Hi Rachael, I mean the original was without my point, I just added a step. I think my point 2) is for modders / level designers too, so they can setup a standard light mode for 99% of their maps except maybe 1 or 2 with a specific lighting mode for their artistic vision. I think it could be even ...
- Fri May 16, 2025 4:59 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: DRAFT - First version of a GameInfo lightmode
- Replies: 4
- Views: 380
DRAFT - First version of a GameInfo lightmode
Hello everyone! Before making a draft PR I would like to discuss what I made : a (hopefully) working MAPINFO Gameinfo section for lightmode, instead of the map definition. ( IIRC Xaser wrote something about this on Doomworld forums, but I don't know if something like that has been made) I modified ...
- Mon May 12, 2025 12:29 am
- Forum: Scripting
- Topic: [SOLVED] [DEC] How the hell do I stop vanilla weapons from appearing?
- Replies: 6
- Views: 523
Re: [DECORATE] How the hell do I stop vanilla weapons from appearing?
Not a DECORATE expert but have you looked at Samsara? I know it has player classes and it's designed to be used in multiplayer.
And yes IDKFA / IDFA giving all the weapons should be that by design.
ACS "runway error" is because it's a loop , you should put a delay at the end.
And yes IDKFA / IDFA giving all the weapons should be that by design.
ACS "runway error" is because it's a loop , you should put a delay at the end.
- Sat May 10, 2025 3:13 pm
- Forum: Bugs [GZDoom]
- Topic: walpurgis causes GZDoom g4.15pre-223-g58809a368 to stop responding
- Replies: 2
- Views: 247
Re: walpurgis causes GZDoom g4.15pre-223-g58809a368 to stop responding
Old not valid anymore information: Yup happens to me too and in event viewer I have this when it happens Faulting application name: gzdoom.exe, version: 4.14.9999.0, time stamp: 0x681f331c Faulting module name: openal32.dll, version: 1.23.1.0, time stamp: 0x6435bcaf Exception code: 0x40000015 Fault ...
- Fri Apr 11, 2025 11:01 am
- Forum: Bugs [GZDoom]
- Topic: Sector_SetPortal is completely broken
- Replies: 6
- Views: 324
Re: Sector_SetPortal is completely broken
Have a look at the video I linked and at my map on UDB. The linedefs on the map is not a 64 unit long but two 32 with specific settings. Your map has a 64 unit long linedefs which I think it's the problem. Oh and check the heights of the sectors. The floor of one sector and the ceiling of other must ...
- Thu Apr 10, 2025 5:24 pm
- Forum: Bugs [GZDoom]
- Topic: Sector_SetPortal is completely broken
- Replies: 6
- Views: 324
Re: Sector_SetPortal is completely broken
Maybe the setup changed from ZDoom to GZDoom? Here a map I've tried with 2 setups : Interactive portal and Link to portal with same tag and both works. (just change the types) The other types show a black square but I think they need to be configured in a different way By the way I followed this ...
- Mon Mar 10, 2025 3:09 pm
- Forum: Technical Issues
- Topic: Momentary Stuttering
- Replies: 3
- Views: 1947
Re: Momentary Stuttering
I've noticed the latest Nvidia drivers have some problems, using the December 2024 ones, I am using this profile without stuttering on a RTX 4070 and GZD 4.14 https://i.postimg.cc/dt0fn5fh/immagine.png on previous drivers versions I've noticed the stuttering disappeared setting the DXGI Swapchain on ...
- Wed Feb 26, 2025 6:37 pm
- Forum: Bugs [GZDoom]
- Topic: ModifyDamage called on Items but not on BasicArmor?
- Replies: 1
- Views: 1037
ModifyDamage called on Items but not on BasicArmor?
Hello there, with this simple item version "4.12" class MySuperArmor : BasicArmor { override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags) { Console.printf("foo"); if (passive && damage > 0) { Console.printf("bar ...
- Sun Dec 15, 2024 2:22 pm
- Forum: Technical Issues
- Topic: Help please i get a "very fate error" for no reason
- Replies: 3
- Views: 2160
Re: Help please i get a "very fate error" for no reason
Looks like you're running GZDoom under a OneDrive synced folder, and seems, from other reports, sometime give problems.
Try to run the game outside Onedrive, like a C:\Games\Doom folder.
Try to run the game outside Onedrive, like a C:\Games\Doom folder.
- Wed Oct 23, 2024 12:26 pm
- Forum: Bugs [GZDoom]
- Topic: A_LookEx FOV Still Broken?
- Replies: 2
- Views: 1680
Re: A_LookEx FOV Still Broken?
Just a head up, since I never made a weapon.
The wiki page about A_Look and A_LookEx talks about monsters and not missiles.
It might be the problem?
The wiki page about A_Look and A_LookEx talks about monsters and not missiles.
It might be the problem?
- Thu Oct 17, 2024 12:07 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.13.0 Released
- Replies: 31
- Views: 9938
- Wed Oct 16, 2024 2:18 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.13.0 Released
- Replies: 31
- Views: 9938
Re: GZDoom 4.13.0 Released
I never added such compensation code, does anybody else know about it? I added code that slows down non-ticking frames to the same time as the last ticked frame - exactly to avoid the micro-stutters from the 2.x series. A high FPS on its own is useless if it isn't smooth IMHO. I can agree with that ...
- Wed Oct 16, 2024 1:57 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.13.0 Released
- Replies: 31
- Views: 9938
Re: GZDoom 4.13.0 Released
I can confirm with -nomonsters I have a solid 144 FPS. The problem are the high monsters count. Splitting the map into smaller pieces with fewer monsters per piece should help.